Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Download the latest build of EDuke32 and my drop-in stopgap, and extract everything to your World Tour folder, usually "C:\Program Files (x86)\Steam\SteamApps\common\Duke Nukem 3D Twentieth Anniversary World Tour", or wherever you have installed the game.

For the time being, normal maps only work with `r_pr_artmapping 0`, for the same reason texture filtering is incompatible with the artmapping feature.
Option: New Duke voice acting. Use `setvar voice <value>` in the console to configure. 0 - 2016 voice, 1 - 1996 voice except during Episode 5, 2 - 1996 voice except new lines only
Option: Developer commentary. Use `setvar commentary <value>` in the console to configure. 0 - off, 1 - on, 2 - show but don't allow playback

The original game is completely playable with the new additions. The new episode is mostly playable.

I am not interested in spending the time implementing the Incinerator or the new projectiles used by the Firefly and final boss. I welcome contributions if they meet my standards. I also welcome any and all feedback. I have not actually played the new episode beyond part of the first level, and the final boss level.

What is supported:
All of the World Tour CONs, including the new enemy, boss, and minibosses.
8-bit parallax skies.
32-bit skyboxes.
Original VOC files.
Lee's new renders of the original music.
Polymer lighting added by the original mappers.
Widescreen weapons and status bar.
Normal maps for the original art. (For the time being, normal maps only work with r_pr_artmapping 0, for the same reason texture filtering is incompatible with the artmapping feature.)
New Duke voice acting. Use "setvar voice <value>" in the console to configure. 0 - 2016 voice, 1 - 1996 voice except during Episode 5, 2 - 1996 voice except new lines only
Developer commentary. Use "setvar commentary <value>" in the console to configure. 0 - off, 1 - on, 2 - show but don't allow playback
New touchplate settings: pal 2 is co-op only, and pal 3 is Dukematch-only. This is in addition to pal 1 being single-player only. Some Alien World Order maps cannot be completed in EDuke32 without my code to take care of this.
The new cstat bits used by World Tour to "ignore lighting and SSAO effects" are scrubbed so our engine doesn't interpret them using our meanings.

Known issues:
The Incinerator is unimplemented.
Multiplayer (blue (and red?) palswapped) Incinerator pickups are not deleted in single player.
The Firefly and BOSS5 don't have any of the new projectiles.
Some breakable objects remain unimplemented.
I haven't added the Armor box to the classic mini-hud, or the slight adjustments to the full statusbar.
The episode 5 ending.Three normal maps were overlooked.
Need a def token to invert the green channel of normal maps.

A quick playtesting of E5L1 with r5899 and my custom WT test build yields the following results:

- Startup errors are gone. This is excellent!
- OGGs play without crashing the game.
- Commentary sprites are still shown ingame by default (at least for me).
- Incinerator/Firefly: Still malfunctioning (as stated in your description).

Not bad at all for a first patch! And I cannot tell you what a F***ING relief it is to play the new levels with proper controls and sound! xD

I seem to have a glitch though, in the video settings, if I try to go for "fullscreen = no" I can't apply the setting (it gets blue-ed as if I didn't change anything). alt+enter doesn't seem to work either.

Right, it seems to it won't let me go windowed when using 16/9 resolutions, only 4/3, it is just me (my computer)?

edit : no, depends on the resolution. My native screen is 1920*1080 but through the menu it won't let go 1440*990 windowed for some reasons. Anyway this isn't a big deal, just saying, can't even tell if the glitch is due to my computer.

Edit2 : I have to say that it's a pleasure to play with true widescreen, non fucked up sound quality, better mouse movement and using "setvoice var 2"

Edit 3:

Hendricks266, on 14 October 2016 - 01:27 AM, said:

What is supported:
All of the World Tour CONs, including the new enemy, boss, and minibosses.

What about full-on bosses ? This Overlord turned into a mini-boss in EDuke32

Re-tested it.
It seems that the only difference is that the big Overlord (left one in the 2 screenshots) doesn't have the right size, as it appears small too in EDuke32.
I got it wrong with the HP values, they are correct, I got confused because both ended up mini-sized. It's good to have the left Overlord appear big like in Wold Tour because it is a visual cue of the HP difference.

Maybe something is conflicting with your build. "setvar commentary 0" should hide and disable the feature, and "setvar commentary 1" should be fully working.

After implementing your files properly, everything works as intended (besides the remaining issues you mentioned). It's already quite playable even without the Incinerator and Firefly working, so I guess it's time for an early replay of World Tour in EDuke32 tonight!

Two questions:
- Would you mind if I uploaded your WT patch as-is on the HRP website, together with the r5899 snapshot (once everything works)?
- Did you intentionally not include the two normalmaps in TGA format (4228_n.tga and 4229_n.tga in textures\TILES016)?

PS: The commentary sounds seem to be a bit low-volume compared to the music and ingame sound. It's hard to understand what the guys are saying sometimes. Maybe it's due to my sound settings. Gotta check.

I just noticed a visual glitch in Bloody Hell. However, I think it might be due to the map itself rather than to EDuke32, but I'm not sure because it behaves differently in World Tour so I'll report it anyway.

Check the videos, you can see parts of the skies around some sprites depending on the angle (enemies, their projectile but also the fence at).

What makes me think that it may be a mapping issue is that when I played in this very same area in World Tour, I kept seeing weird lines going all over the screen depending on the view angle and where you're looking at and where you're looking from. Here is a screenshot of it in World Tour (you can see the line in the middle of the screen that goes from the grey pillar in the middle to the Inv HUD part)

I'm not used to playing with polymer, is there any way to turn off the lights emitted from switches but just for switches? WT doesn't have those, and in Bloody Hell it gave away a secret switch which I hadn't even noticed in WT.

You mean the switches one? Yeah, too bad you can't turn them off seperately, oh well.

Anyway here is a test video in Mirrage Barrage for those of you who don't have time to test it yourself yet.
No autoaim, setvar voice 2, polymer.
Used guns from previous map carried over and died stupidly at the end, not full playthrough

Gotta give credit where it's due, no one here ever thought to make 8-bit normals for the original art. That sentence even sounds outrageous now, but it works and is a nice mix with the classic pixel art and the "new" dynamic lights.

Gotta give credit where it's due, no one here ever thought to make 8-bit normals for the original art. That sentence even sounds outrageous now, but it works and is a nice mix with the classic pixel art and the "new" dynamic lights.